constructable and destructable without dynamite?


(MadMaximus) #1

Im new to scripting, and the question i have is…
is it possible to have an objective constructed and only be disabled by another engineer from the other side without the possibility of dynamite or satchels ect… doing it?

let me clarify… i want to make a fuse box with 2 wires, initially some part of the map… lets say an electrical fence is enabled ( this fence could be climbed when the power is disabled ) and i want it so that an enemy engineer can disable it with pliers only so that the power is off but can be repaired by the other teams engineer, again… pliers only. with no chance of grenades/satchels or dynamite changing the fuse box back to the disabled state.

is this possible? im still reading up on a lot of threads and tut’s on scripting… if i asked a silly question, feel free to slap me with a rubber chicken… :???:


(MadMaximus) #2

this first pic shows the fuse box in an outdoor pen that only axis can enter with the teamdoor, although there is an open manhole where the allied team can come up through the sewer tunnels.

the only way out of this pen is for an allied covert in axis uniform to use the door to let teammates out or for this hyrdo pole to be climbed by either team which leads to the hydro wires above ( and eventually to an alternate route to get to an objective via the rooftops. )

and finally im up on the wires which do not have a trigger_hurt brush around them ( not electrified yet ) showing the pen with the fuse/electrical boxes below… ( behind me is this large airplane hanger which i wont show just yet ) and at the end of that is a pen with an objective to be blown.

initially i want this fusebox ( in pic 1 ) to have the wires connected at the center and the hydro wires above all electrified so that climbing the pole to get up there is not an option unless you like a quick painful death. and an allied engineer to disable the fuse blox wires to what they look like in pic 1, shutting off the power. a message will pop up informing both teams about the state of the fusebox when an event happens to it. I have no problem with getting the axis to repair it in the script… what i do not want is for it to be diisabled with any nades/satchels/dynamite… just to be disabled only by an allied engineer…

is that possible with the scripting?

i’ll continue to work on this problem myself until i understand it, but a little help would be appreciated.

oh… and the textures on the walls and that pipe floating in the air are not going to be there in the finished product… it was just temp stuff, and the buildings will be more detailed than just flat lifeless blocks like they are now…

:banghead:


(Thej) #3

lots of red crosses :expressionless:


(lennyballa) #4

what pic?


(MadMaximus) #5

lol… man… dunno what happened there… in my preview it all showed up…

lets try this…

http://www.geocities.com/madmaximujs/alphapreview.html?1060198684450

hope that works…

=)